Close Combat Shot: At 2nd level the Shootist does not provoke attacks of opportunity from enemies when using a light or one-handed firearm.

Fast Draw: At 3rd level when making an initiative roll against an opponent she has been aware of for at least 1 minute, a Shootist may substitute her Sleight of Hand modifier for her normal bonus.

Defensive Position: At 4th level a Shootist learns to make better use of cover, gaining an additional +2 bonus to both Defense and Reflex saves while in concealment, cover, or full cover.

Lightning Shot: At 5th level a Shootist may make a flurry of ranged attacks with a light or one-handed firearm at the expense of accuracy. While using the Full Attack action, she may make a single extra attack at her highest base attack bonus. This attack and all other attacks until the start of her next turn suffer a -2 penalty.

Sharp-Shooting: At 7th level, a Shootist learns to score hits that others would miss due to the target's cover. If the Shootist uses a light or one-handed firearm to attack a target, the cover bonus to the target's Defense and Reflex save is reduced by 2.

Deadeye Shot: At 9th level a Shootist learns to find the weak points in an enemy's armor. When using a light or one-handed firearm she may elect to spend an action point to resolve all her ranged attacks that round as ranged touch attacks.

Bullseye: At 10th level, a Shootist becomes so adept at using the firearms which she has applied the Greater Weapon Focus feat to that her attacks can deal extra damage. With a successful attack, the Shootist can elect to spend 1 action point to deal +3d6 points of damage.